663 lines
9.1 KiB
Plaintext
663 lines
9.1 KiB
Plaintext
arch map
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name gate_tests
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width 12
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height 14
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enter_x 12
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enter_y 8
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msg
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Created: 1998-12-21 Anthony Thyssen (anthony@cit.gu.edu.au)
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endmsg
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end
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arch sign_e
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name Boulders
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msg
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Boulders of different types
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to push around for testing.
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1/ Normal Boulder
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2/ Treasure Boulder
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3/ Large treasure Boulder
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4/ Rock
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5/ Barrel
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endmsg
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x 1
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y 1
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end
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arch sign_e
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name Gates
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msg
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Gates...
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* Comes in a huge variety
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* Has a definate on and off state
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* Objects on top of a closing gate will
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roll off if a free space is available.
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Boulders is one of the few objects
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which can NOT coexist with itself.
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* Needs quite a long period to change
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state, and takes even longer if more
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than two objects needs to be rolled
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off.
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endmsg
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x 1
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y 6
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end
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arch sign_e
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name Trapdoors & Teleports
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msg
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Trapdoors & Teleports...
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The first two `pits' are connectable.
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ALL the rest activate when a player
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walks on then. Except the one with
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`brick work'. This trapdoor is weight
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activated. EG: a player can walk on it
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but a boulder can not!
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(See special_objects for more)
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endmsg
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x 1
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y 9
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end
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arch sign_e
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name Magic Mouths
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msg
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Magic Mouths...
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These handle/trigger/button are each
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connected to a separate magic mouth to
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check how `connected mouths' work.
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Particularly to try and avoid having
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the mouth repeat itself.
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--
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Results...
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* The mouth is triggered whenever
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1/ Player steps on magic mouth
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2/ On any connected event weather
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that is a on, off or a trigger
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3/ A player `applys' a button!
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4/ A player walks on any button
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weather or not the button itself
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activates! This includes plate
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buttons!
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* Result 2 means a button in a cascade
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will always trigger a mouth at least
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twice! Once when `token' rolls on
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and again when it rolls off. It will
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remain so unless we can get a
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``trigger button'' (or alturnative).
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* A mouth can be heard ANYWHERE on the
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map when triggered (via connection?)
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Great! No radius limits?
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endmsg
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x 1
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y 11
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end
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arch boulder
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x 2
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y 1
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end
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arch button_handle
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x 2
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y 4
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connected 1
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end
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arch spikes_open
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x 2
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y 5
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speed 0.500000
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value 1
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connected 1
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end
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arch spikes_closed
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x 2
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y 6
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speed 0.500000
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connected 1
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end
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arch spikes_moving
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x 2
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y 7
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speed 0.500000
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speed_left -0.860000
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connected 1
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end
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arch pit_open
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x 2
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y 9
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connected 1
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end
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arch button_handle
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x 2
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y 11
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connected 10
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end
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arch trigger
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x 2
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y 12
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connected 11
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end
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arch button_small
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x 2
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y 13
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connected 12
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end
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arch t_boulder
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x 3
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y 1
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connected 1
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end
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arch button_lever
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x 3
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y 4
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connected 1
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end
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arch ggate_open
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x 3
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y 5
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connected 1
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end
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arch ggate_closed
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x 3
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y 6
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connected 1
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end
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arch gate_open_2
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x 3
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y 7
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speed 0.500000
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value 1
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connected 1
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end
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arch pit_closed
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x 3
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y 9
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connected 1
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end
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arch t_lboulder
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x 4
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y 1
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end
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arch sign
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name Handles and Buttons
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msg
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Handles and Buttons...
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* Devices have a definate on/off state
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* When state is changed ALL connected
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gates buttons and handles also change
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state. (Though it may take some time)
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* Note this means a button can be `on'
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without any objects on top.
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Button Specific...
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* The trigger weight of buttons is
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setable. EG: You could use it to sort
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objects in a `cascade' for example.
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* The trigger weight is also the button
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actual weight! As such any EXTRA
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buttons stacked underneath must
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include the weight of all the buttons
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above it before adding the desired
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trigger weight. EG: button trigger
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weight from top down: 1, 2, 4, 8, etc
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* A button can be used to reset a handle
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which started a `cascade', when a
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object rolls on and then latter off
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the button.
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Pedistals..
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* Activates on specific object placed
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on it. Default is the player himself.
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In this case the `test_key'
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* Only seems to activate trigger gates!
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endmsg
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x 4
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y 3
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end
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arch button_small
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x 4
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y 4
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connected 1
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end
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arch grate_open_1
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x 4
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y 5
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speed 0.500000
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value 1
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connected 1
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end
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arch grate_closed_2
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x 4
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y 6
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speed 0.500000
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connected 1
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end
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arch gate_closed_1
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x 4
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y 7
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speed 0.500000
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connected 1
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end
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arch trapdoor_4
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x 4
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y 9
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connected 1
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end
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arch magic_mouth
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msg
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Handle Changed
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endmsg
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x 4
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y 11
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connected 10
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end
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arch magic_mouth
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msg
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You just triggered a bomb. Run!
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endmsg
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x 4
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y 12
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connected 11
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end
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arch magic_mouth
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msg
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Groan! You are heavy aren't you!
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endmsg
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x 4
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y 13
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connected 12
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end
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arch rock
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x 5
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y 1
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end
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arch button_plate
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x 5
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y 4
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connected 1
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end
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arch igate_open_2
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x 5
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y 5
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speed 0.500000
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value 1
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connected 1
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end
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arch igate_closed_1
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x 5
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y 6
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speed 0.500000
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connected 1
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end
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arch stwall_closed_1
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x 5
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y 7
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connected 1
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end
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arch trapdoor_3
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x 5
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y 9
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connected 1
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end
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arch barrel
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x 6
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y 1
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end
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arch pedestal
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name pedestal (only effects trigger gates)
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slaying test_key
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x 6
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y 4
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connected 1
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end
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arch block_door_open
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x 6
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y 5
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speed 0.500000
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value 1
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connected 1
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end
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arch block_door_closed
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x 6
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y 6
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speed 0.500000
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connected 1
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end
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arch stwall_open_1
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x 6
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y 7
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connected 1
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end
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arch trapdoor_2
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x 6
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y 9
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connected 1
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end
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arch sign_e
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name Boulder Bounce
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msg
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Boulder Bounce...
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This shows that if you have a button
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under a boulder in say a cascade, and
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the boulder can't `roll' then it will
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bounce on and off the button.
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--
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We can see this in this case as a magic
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mouth will ``mouth off'' everytime
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boulder leaves and falls back onto the
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button. This happens too quickly to
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properly effect any other device, but
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shows that it is present!
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--
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What it does mean is that if a trigger
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gate is connected to that button with a
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bouncing boulder, the `reset timer' will
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constantally reset, and the gate will
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never close.
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--
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Also, if we ever do get a `button
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trigger' you can not use it in a
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`up cascade' (see cascades) due to
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this `boulder bounce'. In a Raffles
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like down cascade however their should
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be no problem.
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endmsg
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x 6
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y 11
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end
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arch button_handle
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x 6
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y 12
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connected 13
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end
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arch magic_mouth
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msg
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Bounce!
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endmsg
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x 6
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y 13
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connected 14
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end
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arch sign
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name Triggers
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msg
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Triggers...
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* Activate once and reset
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* Inverts the state of ALL connected
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gates/handles/buttons/etc...
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* Can leave things in a odd state
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* Only really useful for trigger gates
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or `once only' gates (from an altar?)
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* Trigger buttons do not exist, though
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they could be useful. EG: turn on
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then later in a cascade turn off.
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* A pedistal trigger also exists.
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--
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Trigger pedistals here are set to work
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with the `test_key'. But I can get it to
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do anything.
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endmsg
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x 7
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y 3
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end
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arch trigger
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x 7
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y 4
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connected 1
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end
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arch gateTrg1
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x 7
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y 6
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connected 1
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end
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arch igateTrg1
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x 7
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y 7
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connected 1
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end
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arch trapdoor_1
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x 7
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y 9
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connected 1
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end
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arch swall_2_2_2
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x 7
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y 11
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end
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arch swall_2_1_1
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x 7
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y 12
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end
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arch swall_2_2_1
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x 7
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y 13
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end
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arch gratedoor_1
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x 8
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connected 1
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end
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arch detector
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name detector (what does it do)
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slaying test_key
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x 8
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y 1
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connected 1
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end
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arch pedestal_trigger
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name pedestal trigger
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slaying test_key
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x 8
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y 4
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connected 1
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end
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arch gateTrg2
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x 8
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y 6
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connected 1
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end
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arch igateTrg2
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x 8
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y 7
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connected 1
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end
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arch teleporter
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hp 8
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sp 10
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x 8
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y 9
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end
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arch swall_2_1_2
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x 8
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y 11
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end
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arch button_small
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x 8
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y 12
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connected 14
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end
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arch spikes_open
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x 8
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y 12
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speed 0.500000
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value 1
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connected 13
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end
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arch boulder
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x 8
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y 12
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end
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arch swall_2_1_2
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x 8
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y 13
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end
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arch gratedoor_2
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x 9
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connected 1
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end
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arch creator
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name creator (what does it do?)
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other_arch goldcoin
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x 9
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y 1
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connected 1
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lifesave 1
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end
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arch sign_e
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name Magic Ear
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msg
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Magic Ear...
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Say anything, anything at all
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This will send 1 trigger signal.
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endmsg
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x 9
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y 2
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end
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arch sign_e
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name Check Inv
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msg
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Check Inv..
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To the left is a ``check_inv'' square
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looking for the ``test_key'' lockcode.
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It activates like a button without
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player needing to drop tested object.
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endmsg
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x 9
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y 3
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end
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arch sign_e
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name Check Floor
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msg
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Check Floor..
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To the left is a ``check_floor''
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For some reason however the image says
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``check inv'' however (in blue)!
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It also looks for the ``test_key''.
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It activates like a trigger, Once only
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when player moves onto square.
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endmsg
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x 9
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y 4
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end
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arch sign_e
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name Altars
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msg
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Altars...
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* Altars make dropped items disappear.
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* They work only once, until map reset!
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* Item type and amount can be set.
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--
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In order top down.
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* Altar (1 food -- can't get to work)
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* Trigger Altar (1 food)
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* Gold Floor (1 gp)
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endmsg
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x 9
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y 5
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end
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arch sign_w
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name Trigger Gates
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msg
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Trigger Gates...
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* On event (any event, including
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handle/button off) will open the
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gate and start (or restart) a timer.
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* Gate automatically closes when no
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futher signal is received after a
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very long period of time.
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* Can't seem to change the time the
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gate takes to close.
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endmsg
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x 9
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y 6
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end
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arch swall_2_2_3
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x 9
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y 11
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end
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arch swall_2_1_1
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x 9
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y 12
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end
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arch swall_2_2_4
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x 9
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y 13
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end
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arch sign_w
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name Grate Door
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msg
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Grate Doors..
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I can't figure out if these open!
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Do they do anything? I can't tell!
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endmsg
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x 10
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end
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arch sign_w
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name Unknown Devices
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msg
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Unknown Devices...
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To the left are
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* Detector
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* Creator
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But I do not know what they do.
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endmsg
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x 10
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y 1
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end
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arch magic_ear
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msg
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@match *
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I hear you, I hear you!
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endmsg
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x 10
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y 2
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connected 1
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end
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arch check_inv
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slaying test_key
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x 10
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y 3
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connected 1
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end
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arch check_floor
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slaying test_key
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x 10
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y 4
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connected 1
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end
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arch altar
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food 1
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x 10
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y 5
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connected 1
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end
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arch altar_trigger
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food 1
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x 10
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y 6
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connected 1
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end
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arch goldfloor
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name drop 1 gold piece (not working)
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food 1
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x 10
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y 7
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connected 1
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end
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arch food
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x 10
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y 8
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nrof 5
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end
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arch goldcoin
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x 10
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y 9
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nrof 5
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end
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arch key2
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name Key of Testing
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slaying test_key
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x 10
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y 10
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end
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arch magic_mouth
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msg
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A distant magic mouth says ``click''
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endmsg
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x 11
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y 13
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connected 1
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end
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